https://www.dropbox.com/s/65cwf6kjuezhwdl/GuilltyGearXrd_shader.pdf?dl=0 This is a link for how to achieve the guilty gear shading style in blender. I'm unsure how to apply this tutorial in a Maya workspace. Have any of you been able to do this?
This arnold + alshaders combo is killing me as well. I have an issue with making the AO appearing. Does ao render for you or you only have issue with the specular?
Realistic as possible in a render? Use fumeFX or some other fluid-volume sim Or as a game-ready real-time scene? Make a couple flipbooks of looping fire, and spam cards around.
Hello, My models textures in Marmoset Toolbag 2 and Substance Painter look great but look like garbage in UE4. I'm using the UE4 material in MT2. The metallic map looks particularly awful in UE4. Anyone have any ideas? Images attached.
For a client we are in need for a freelance 3D artist to make a few visualisations for a video. More info about the project and payment will be provided in mail. Contact: roelbosschaart@gmail.com
i have a nvidia geforce gts 450, and im running windows 7 64 bit. i keep getting this error in maya 2011 64 bit. whats going on?! :( someone help please i really wanna see the bump map in the viewport
Hi guys!I'm having this issue where my God Rays aren't emanating for the sun, but from another random location.Does anyone know how to fix this issue? Here is an example of what I'm getting: And this is what I would like it to look like:
Hi everyone! Checking a lot of different artist works i see in many of them different effects. The one i really concern is this Looks like a camera effect or technically the RGB channel isn't in the same position. How you create that effect? Many artist use ToolBag to make the final screenshot of they models, maybe TookBag…